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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

legalize

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  1. Utah C++ Programmers September 14, 2016 6pm - 8pm Embedded Programming with the Nintendo Game Boy Advance SP   This month, Richard Thomson will give us a look at embedded programming with C++ using the Nintendo Game Boy Advance SP (GBA) as our target system.  Some of the topics we will cover are:   • How does the compilation environment differ for embedded systems?    • How do I unit test code written for embedded systems?   • How do C++'s lightweight abstractions help prevent us from making mistakes when targetting an embedded system?   Specifically for gamedev.net readers, what you will get out of this talk is how to get started with GBA development.  Along the way we'll discuss concerns related to embedded development in general.   Dinner is provided, so RSVP through meetup.com so we have an accurate head count for food.
  2. Hi folks, if you are a C++ programmer in Utah, you'll want to join the Utah C++ Programmers meetup group to stay in touch with the latest news on C++ and the Utah C++ programming community.  There's a lot going on in C++ these days with C++14 just having been accepted and C++17 on the way.  I am the organizer of this meetup and I have created an associated wordpress blog for the Utah C++ User's Group.  I hope you'll join the community if you're local!   -- Richard
  3. OK, I looked at that GDC presentation and I think I have an idea of where you might see a difference here. By default, the viewport covers the entire with and height of the render target as well as the entire range of Z values in the interval [0,1]. Try changing to a non-default viewport that covers only a portion of the depth range, say [0,0.5]. Then toggle the DepthClipEnable flag in the rasterizer state. Do you get different results for primitives that have depth values in the interval [0.5,1]?
  4. Tordin, I believe what you're talking about is the DepthEnable value in the depth/stencil description structure used to describe depth/stencil state. The value in question here is part of rasterization state. At first I thought it might be talking about so-called "guard band clipping", but that generally refers to clipping things off the sides and not via the near/far planes as would be inferred by clipping against depth. I checked my D3D9 pipeline diagram and didn't find this state by an earlier name, so it appears to be a new thing.
  5. Just a reminder that this free workshop is tomorrow. We hope to see some new C++ programmers at this workshop.
  6. C++ Mock Object Workshop on January 13th Zhon Johansen and I will be covering C++ mock object frameworks at the January, 2010 meeting of XP Utah. Zhon will cover googlemock, the Google C++ Mocking Framework, and I will cover mockpp, Mock Objects for C++. XP Utah meets from 7pm to 10pm on the second Wednesday of every month at the Borders bookstore in Murray, UT. The workshop is free and open to all. More information
  7. I've posted the first in a series of blog posts about creating test doubles for test-driven Direct3D development. Direct3D Test Doubles, Part 1 More parts to follow in the next few days. Please post feedback to the blog so others can see it.
  8. What didn't you like about it? Was it the workflow?
  9. In the March 2009 SlimDX, there is no constructor for a VertexBuffer that takes no arguments. What version of SlimDX are you using?
  10. Did you try the stuff listed here? Google is your friend... http://geekswithblogs.net/ryanc/archive/2008/06/19/123009.aspx
  11. DAZ 3D Freepositories
  12. I would recommend you use SlimDX instead of Managed DirectX. Managed DirectX is deprecated and is quite old now.
  13. Is there anyone else out there using Hexagon for creating game content?
  14. Additionally, I consider SAFE_RELEASE to be a source of bugs. Why? Because it says "no matter how many times I erroneously AddRef'ed this thing, just keep calling Release until its really gone!". It hides the fact that you called AddRef (either explicitly or implicitly) somewhere in your code where you shouldn't have. Once you switch to smart pointers, you shouldn't ever need SAFE_RELEASE (or even a call to IUnknown::Release) again. SAFE_RELEASE is just another bad coding habit exhibited in the Microsoft sample code that they wouldn't even need if they just used smart pointers in the first place.